TeamBridge: Middleware para adaptação de games e controles de reabilitação motora

Occupational therapy and physiotherapy have been gaining support in the last few years of applied technology in games. VR devices have been used together with exergames to motivate the patient to attend the therapy, entertaining him at the same time as performing the therapy. But the consoles still...

Descripción completa

Detalles Bibliográficos
Autor: Alves, Alan Klinger Sousa
Tipo de recurso: tesis de maestría
Estado:Versión publicada
Fecha de publicación:2018
País:Brasil
Institución:Universidade Federal do Rio Grande do Norte (UFRN)
Repositorio:Repositório Institucional da UFRN
Idioma:portugués
OAI Identifier:oai:repositorio.ufrn.br:123456789/25559
Acceso en línea:https://repositorio.ufrn.br/jspui/handle/123456789/25559
Access Level:acceso abierto
Palabra clave:Gameterapia
Adaptador de dispositivos
VRPN
Comunicação entre dispositivos
Exergaming jogos sérios
CNPQ::ENGENHARIAS: ENGENHARIA DE SOFTWARE
Descripción
Sumario:Occupational therapy and physiotherapy have been gaining support in the last few years of applied technology in games. VR devices have been used together with exergames to motivate the patient to attend the therapy, entertaining him at the same time as performing the therapy. But the consoles still do not have sensors capable of identifying all the movements required for various types of therapy, for example, the Wii can’t identify whether the player’s hand was closed or not. In this way the TEAM (Laboratory of Educational, Assistive and Multimedia Technologies) started the development of technologies and exergames for application in occupational therapy. During the development of new input devices, it was observed that with each new hardware it was necessary to modify the source code of the games already produced or to create a new game for such a device. This problem characterizes a strong coupling between hardware and exergames, as well as rework, consequently there were fully developed devices, but it was not possible to use them with an exergame. Soon the need for a tool to intermediate these artifacts was noted. This paper presents our middleware that aims to intermediate communication between VR input devices and exergames with a focus on occupational therapy. This middleware was tested with a commercial game, proving that there is no need to modify the source code. He also underwent performance testing to ensure that the player’s experience is not compromised.